#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 texCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	gl_Position = projection * view * model * vec4(-aPos.x, -aPos.y, aPos.z, 1.0);
	texCoord = aTexCoord;
	//texCoord = vec2(aTexCoord.x, 1-aTexCoord.y);
};